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May 4, 2026 · Yuki (Lead Programmer)
studioengineering

Tools of a tiny team

An honest list of what we use to build games as a small distributed studio.

There is no secret stack. We use the same tools you have probably tried, with one or two opinions about how to glue them together.

Our engine layer is intentionally boring. The interesting decisions live in our content pipeline: we treat every asset as a script. Every painting, every line of dialogue, every footstep is a small piece of code that other systems can ask questions of.

It is slower up front. It also means a single artist with a notebook can change the personality of an entire chapter without bothering an engineer.

Future posts in this series will go deeper into one tool at a time. Probably starting with how we manage music cues, because that one almost broke us.

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